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Messages - uriak

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Gameplay / Re: GUNS Balance Questions and Concerns v1.2
« on: May 31, 2013, 07:15:00 pm »
Yeah the splash is annoying, especially when you notice even weapon that aren't facing the hit zone are destroyed. For instance, often when facing an incoming goldfish I prepare to turn my junker to use the side that wasn't facing it... only to notice weapons on both sides were disabled...

And firing wise, even if it needs some little experience, it's ability to unload all at once is actually a pretty hefty advantage. Other weapons requires a valid line of sight for the duration of their clip.
It's probably better to fix it a bit rather than starting an arm's race with other medium weapons, though.

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Gameplay / Re: Firing mechanism and damage explanation
« on: May 30, 2013, 04:46:26 pm »
Yeah the ability to pull, or at least stop the rope at a certain distance would be handy :)

I'm not sure if there is a topic for this, but is there a place for finding about rotation limits for each weapons? Are they weapon based, or ship based or both? This is an information that is harder to find that the damage.

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Gameplay / Re: MAPS Balance Questions and Concerns v1.2
« on: May 30, 2013, 04:44:14 pm »
I'm not too fond of koth right now.

The issue is taking the point is a huge advantage for the team.
So I suggest that while the capping time may stay as long to avoid just sneakily take points (which is an issue mostly on multi/moving point maps, that starting to take it immediately blocks the counter. I'm not sure it's the case right now, as I have lost while reclaiming the point.

Additionaly, the koth situated in the desert leads to rough experience, that's fun for a couple times but not much more. That spot with no place to manoeuver combined with heavy sandstorms makes for an powerless feeling most of the time, which is something you want to avoid generally. (same when your ballon/engines are shot down at infinitum, though this is player made)

Still about Koth maps, I think 5 cp for 4 or 3 ships is not viable. Ideally 3 cp maps for the same number of ships would make more interesting situations .

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Gameplay / Re: SHIPS Balance Questions and Concerns v1.2
« on: May 29, 2013, 06:01:30 am »
Like in that other topics, my thoughts in a nutshell.

Goldfish :
With : nice to steear, the lone medium front weapon tends to push people to use the manticore, as it disables easily and its reload time let the steerer angle his side weapons quite effectively.
Against : interesting ennemy, the presence of the front gun makes for good and timely decisions when fighting it. Plus it's the ideal ship to counter engage when its attacking an ally

Pyramidion :
with : a simple but effective mechanic. The way the decks are made the side guns barely see use but that leaves place for some special weapons.
against : a bit annoying to fight, more lethal than a goldfish on average but the steering issue more than compensates

Galleon :
with : seldom used, a very "brick" feeling. Nice to manage to get those twin medium guns firing though.
against : once again interesting to fight, as it moves slowly and you really really want to engage it on bling angles.

Spire
with : I have a bad experience with this one. A huge firepower and less than enviable survability means you really need your crew to pucnh a pack very fast if you want to achieve something
against : a glass cannon, just hope they miss their shots, once chased, disabled, a really crunchy target.

Junker
with : the ship I do the most kills with, simply put a lethal weapon. Steering is quite sweet, you won't engage is crazy manoeuver most of the time. managing to keep the trifecta firing is a good feeling
against : the whole fire arc of this ship doesn't let much room for crazy tactics. You won't be disabled when engaging one but you may get hurt quite quickly. I really don't like attacking one with a lower range ship.

Squid
With : steering is a blast. I dunno if it's possigble to achieve two guns firing together. That means you must have something interesting as your "main gun" and it can difficult. I usually go with carnode, but against pyramidion, it feels utterly useless. lack of armor is fine balance wise, but that combined with the 4 engines being afar from each other can makes the enginners' life a hell.
against : can't say much. If some managed to blast your engines/baloon you're in for a long agony. Its an interesting foe anyway, the polar opposite of a galleon.

About the squid, I think the steering/armor is fine on itself. The engines positions are annoying for repairs and since speed is the weapon of the squid it's a relatively annoying issue. What I would appreciate most would be weapons arcs that cross a bit more. Like the front/side or back/side combos being available more often.

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Gameplay / Re: GUNS Balance Questions and Concerns v1.2
« on: May 29, 2013, 05:45:59 am »

As someone who's spent more time on this gun than is healthy, and who saw the horror of the Fjords tournament. There can be no doubt the re-balance was necessary, I do however have two questions I'd like to pose to awkm and would very much like him to respond to:

1) Do you still think the arm time is necessary on the typhon now that we have seen how the new armour mod behaves in practice?
2) Given the above armour mod and the difficulty hitting at distance, would you ever consider bumping the maximum range of the gun?

Personally i know my biggest frustration is the range rather than the arm time, though i bring up the arm time because i honestly don't know if its needed.   

Still feels like a niche weapon somehow. When I first manned it, my though was that it was a large mercury, but it wasn't. Actually, both the visual and the physics of the weapon call for a piercing type... when actually it does the opposite. I haven't known the "horror"; I guess it was a time when battles were decided by afar? From what I've seen now, it's not the case. The reload time, the movement restriction and the fire rate seems to make the Typhon below closer range weapons, as it should be. And if I'm at mid-long range and can hit, why not use a lumberjack?

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Gameplay / Re: GUNS Balance Questions and Concerns v1.2
« on: May 28, 2013, 08:22:40 am »
Hello, still relatively new to the game here, though I've played extensively since I hoped in.

I certainly don't have any view on the past deeds of weapons but I've tried all of them both as a gunner and a captain, here's my thoughts in a nutshell

-small weapons :

harpoon : tried it whenever it was available on a ship, added it on my setup a couple time. People seems finding a bit hard to hit with it, I suppose it's because of relative inexperience with it, so I can't really tell about the damage. The tow line on itself doesn't seem to control much, I think it can be a good thing only if you want a quick little fellow to stay with you.
flare gun : encoutered a bit, can't say much about damage. utility is perceptible on some maps

These two utility guns are really rare, but it's certainly mainly because of the lack of gun parts, so it's always hard to put one. Though some ships have arguably guns that are seldom used, so it' doesn't hurt much.

mercury/small flack/small mortar/small caronade/minigun/artemis : I think all these weapons are fine and play their respective role quite well.

flame thrower : I haven't lived through the day of infamous fire damage, currently, even if it's handy as a side gun, it doesn't seem to provide anything stellar. Artemis or caronade are good disablers that have a direct impact on crucial parts. As an escape weapon combined with tar, maybe... I dunno if there is a solution without making it overpowered. Maybe tweak damage matrix of fire to make it a bit more specialized.

carrousel : Just never seen the impact of this weapon. Seems to fit a niche between artemis and small flack? The projectile have some nasty dispersion and the overall effect is hard to judge. I don't see what is expected from this gun. Maybe it could work as a mini manticore, with more of a "barrage" mechanic.

- medium weapons

Lumberjack : I respect the weapon though it needs a decent gunner. Seems to lead to a bit boring gameplay, alas, as you want to stay away and pound a ballon deprived ship.
Twin caronade : a fun choice, less safe than the lumberjack but definitively has a role

Manticore : honestly this one seems overused, but it's easy to understand why, for it's the best disabler, does decent damage overall, needs only a small window of opportunity. Plus game wise it's impressive and fun to use, as no over weapon gives the "barrage" feeling. It's no wonder most goldfishes I see are sporting it, as it crippling power make it the "best" lone medium weapon.

Typhon : I have an issue with this one. It's the gun with the nearest "old artillery" feel, and it's quite hard to use at a distance with relative speeds. And when you manage to get your hits, you can't expect much unless the armor has been removed for you. So I guess in the hand of a decent gunner, and if you're running a combo with another ship/armor shreading guns available. Issue is the hull will often be removed when ships are closer and then you'd miss the secondary. I've seen and performed kills with a typhon, but it needs a perfect window for use. All over medium weapons have a crippling effect that this one lacks. In the end, it boils down to the feeling that you've not granted much for those difficult long distance shots, whereas with a mercury I get the feeling I'm really putting the enemy through an hard time, wrecking armor and parts in a precise manner. And if you end up in medium range, why not use manticora or lumberjacks anyway?

Of course it may be all a biased feeling and specialized weapons are more powerful when used with combined fleets, but most of the games are quite chaotic. I like to experiment with weapons but so far typhon and carousels are kinda letdowns for me.

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